Showing posts with label A to Z. Show all posts
Showing posts with label A to Z. Show all posts

Saturday, April 30, 2011

A to Z - retrospective

Well, I did it.  Wasn't certain if I would be able to, to be honest, but in the end I'm pleased to say that I did indeed make my way through the A to Z April blogging challenge in a timely fashion.

On the upside, I had a lot of fun doing this, even if it was at times rather hectic.  I enjoyed the challenge of creating various supercharacters using the V&V rules.  I wanted to hit a wide range of characters; some good, some bad, some in-between, with a decent variety of powers and motivations, that other gamers could drop into their own V&V games with a minimum of fuss and effort.  I like to think I succeeded in this.

It doesn't hurt, I suppose, that I got a bit of an increase in traffic (almost a 50% boost from the previous month), and the number of people willing to risk social scorn by actually being willing to publicly follow this blog almost tripled; in Old School blogging terms I jumped from 2nd to 4th level (clearly, much XP was earned).

On the downside, unfortunately, some of the stuff I normally post about (Trollslayers, comic book and Rush reviews) kinda went on the back burner a bit during the last month.  That wasn't entirely because of the A to Z challenge - it's been an odd month, in not so good ways - but I would be lying if I said or implied that it wasn't a factor.  I'm looking forward to getting back into the groove with my regular stuff in May.

Overall, I think it was a positive thing, even if I'm not certain I would do so again next year. If nothing else, I showed to myself that I had the discipline needed to follow through on it. And hey, creating all those characters was a lot of fun; I just might continue to do so, if at a less-hectic pace...

V&V A to Z: Zarthwyn

Character Name: Zarthwyn     Secret ID: "Mark Fisher"     Side: Evil
Gender: Male     Height: 5'9"     Weight: 175lbs     Age: unknown
        
Physical Description: A dour looking male with blue eyes and black hair with the occasional wisp of gray, appearing to be either in his late 30's or early 40's.  As a businessman, he favors classic three-piece suits with a conservative flair to them.  If he is expecting trouble of a magical nature, he will be wearing a dark blue ceremonial robe inscribed with various yellow magical sigils.

STR: 11     END: 15     INT: 23     AGL: 13     CHA: 21

Level: 11th     XP: 66,334     Basic Hits: 4     Hit Points: 14     Healing Rate: 1.6/day
Movement: 39"     Power: 62     Carrying Capacity: 248 lbs     HTH Damage: 1d6
Damage Modifier: +3     Accuracy: +1     Detect Hidden: 16%     Detect Danger: 20%  
Inventing Points: 3.3     Inventing: 69%     Reaction Modifier: -4 good/+4 evil
Training: INT  

Powers/Talents/Spells
Unaging - although susceptible to normal injury, Zarthwyn is immune to the ravages of time, and does not age (or at the very least, ages very slowly); as a side benefit of this, his END is effectively doubled when resisting disease
Eldritch Bolt: Damage and range as per Power Blast, but attacks as per Paralysis Ray
Eldritch Shield: Acts as the Force Screen aspect of the Force Field ability; 1” radius circle, range 1”
Heightened Charisma A: +8
Heightened Intelligence A: +10
Heightened Expertise: +4 to hit with all magical attacks
Animal Control (cats)
Astral Projection
Darkness Control
Emotion Control (fear, radius attack)
Flame Power (attack only ("fireball"), PR 2, 26", 1d12 damage)
Heightened Senses: Feline Clairvoyance (can see through the eyes of any cat within 42" (CHR x 2) range)
Heightened Senses: Magic Awareness (21” range, automatically works in most cases (unless somehow shielded), PR 1)
Illusions (type A, visual/audible/odor/taste, PR 4)
Invisibility
Noxious Cloud (attacks as Chemical Power, 2d8 damage, range 22", PR 8, 4" radius)
Weather Control

Animated Servant
"Molly" (iron golem, appears as a young woman due to permanent illusions cast on her form, does not speak, follows Zarthwyn's verbal commands and will otherwise attempt to protect him at all costs, STR 15, END 15, AGL 9, weight: 1200 lbs, basic hits 24, CC 2,925 lbs, HTH Dam 1d12, HP 61, Invulnerability: 10, 4th level)

Equipment
Ring of Protection (grants Invulnerability: 12 and Heightened Defense: -4 to be hit to the wearer of the ring)
Cloak of Flight (flight 165" - 38 mph) 

Areas of Knowledge
Magic/Occult, History

Character Notes/Origin/Personality: Very little is known about the background of the wizard known as Zarthwyn.  It is believed that he was born somewhere in Europe at some point during the Middle Ages, but more than that is unknown except to the wizard himself, and he prefers to give as little information about his past as possible (partially not to give his arch-enemy Khronos any more information, and as a wizard he is reluctant to give out his true birth name anyways).  The first known historical documentation concerning the magician is a passing reference in Chaucer's Canterbury Tales, in which it is implied that by that point he is already a few centuries old.

Occasional glimpses of Zarthwyn have occasionally been noted throughout the following centuries, but they have been relatively rare; he is/was a solitary figure for the most part, willing to spend years, if not decades (not to mention Invention Points) in search of learning and perfecting a new spell.  He has occasionally been seen battling the time-traveling Khronos; the nature of their feud is unclear to everyone else, but the loathing these two have for each other is palatable.

The 20th and early 21st century has seen more changes than Zarthwyn would have liked, but he has adapted reasonably well.  Thanks to the wonders of long-term investments, he is quite wealthy, and his current persona as "Mark Fisher" is that of a somewhat reclusive businessman who lets others handle the day-to-day work of running his various business interests.

Zarthwyn isn't a cackling, malicious sort of evil, but rather an amoral sort who thinks nothing of destroying lives to obtain some rare or obscure bit of magical knowledge.  He prefers to avoid dealing with superhumans directly, and will rather hire third parties to deal with any superhuman threats that challenge his interests. 

Campaign Use: PCs are not likely to encounter Zarthwyn directly, at least not at first.  If they are in search of some sort of magical knowledge or information, the PCs may encounter mercenaries hired by Zarthwyn to obtain that same information for him.  Zarthwyn may also discreetly manipulate the PCs to obtain something for him, and of course, he may try to trick them into attacking his hated foe Khronos.  Likewise, Khronos, or perhaps some other magician of great power, may try to have the PCs attack, and weaken (or even hopefully destroy) the centuries-old wizard.

Should the PCs ever knowingly face Zarthwyn directly, it most likely means one of two things: that they have managed to track him down, bypassing any misdirections and false trails along the way, to face a deadly (but not undefeatable) foe... or that they have become enough of a nuisance that he chooses to deal with them personally, at a time and place of his choosing, in which case their chances of survival and escape are somewhere between slim and none.    

Friday, April 29, 2011

V&V A to Z: Yōkai

Character Name: Yōkai      Alternate I.D.: Yukiko Yamashita     Side: Good
Gender: Female     Height: 5'2"     Weight: 120 lbs     Age: 14
        
Physical Description: A young Asian-American teenage girl with purple skin, black hair, green eyes, and small horns on her forehead . 

STR: 24     END: 26    INT: 12     AGL: 15    CHA: 14

Level: 2nd     XP: 2,034     Basic Hits: 3     Hit Points: 32     Healing Rate: 2.1/day
Movement: 65"      Power: 77    Carrying Capacity: 985 lbs     
HTH Damage: 1d10 Damage Modifier: +1    Accuracy: +2   
Detect Hidden: 10%     Detect Danger: 14%  Inventing Points: 2.4     Inventing: 36%
Reaction Modifier: +1 good/-1 evil     Training: Heightened Expertise in HTH combat  

Powers/Talents
Adaption
Heightened Endurance B: +15
Heightened Senses: Magic Detection (range 12”)
Heightened Strength B: +15
Invulnerability: 20 pt

Weaknesses
Prejudice (demon)

Areas of Knowledge
Inheritor, Religion/Occult, Student

Character Notes/Origin/Personality: Sadao Yamashita was worried. The behavior of his wife Izanami had grown increasingly erratic during her pregnancy; whenever he tried to talk to her about it she became distant and withdrawn. Finally, as the birth of their child was only weeks away, Izanami broke down and confessed to many terrible things, not the least of which was consorting with demons. Izanami feared that her unborn child would be a yōkai (demon).

Sadao was not certain if he actually believed this, but he had not become a multi-millionaire by ignoring potential risks needlessly. He called in both a local priest, and a retired hero-magician, to help oversee the birth of his daughter. As it turned out, this had been a wise move; dark forces had shown up at the child's birth to claim the girl. Both the priest and the mother died during the conflict before the magician could banish away the demons, and it is believed that their sacrifice helped to purify the soul of the newborn girl. Her non-human appearance had clearly been the result of demonic influence, and yet the magician could find no trace of demonic energy on the child.

Sadao was determined that the sacrifice of his wife and the priest would not be in vain, and vowed to raise the girl, whom he named Yukiko, as his own. Out of necessity the girl would be raised away from other children for the most part, home-schooled by private tutors. Sadao did his best to instill his daughter with a strong sense of ethics and morality, all the while trying to allow her to, as much as possible, grow up a normal girl.

His efforts would seem to have paid off. In terms of personality, Yukiko is not unlike other young girls her age; she worries that her clothes are horribly out-of-date, spends way too many hours a day on Facebook, and obsesses constantly about the Jonas Brothers and Justin Beiber.

Unlike most other girls her age, Yōkai (as she is sometimes called) has had to deal with multiple attempts to either kill her, or kidnap her to be used for dark purposes. Yukiko doesn't go looking for trouble, but when it shows up, she doesn't run away from it; she's learned the hard way that such threats are best faced head-on.

Campaign Use: Yōkai should hopefully prove to be a sympathetic ally for the PCs – she would love nothing better than to have a 'normal' life, but that is not to be. Younger PCs might find her friendship a welcome thing, as someone their own age who can hear of their various adventures without weirding out about it.

Out of necessity, Yōkai has learned a great deal of occult lore, and could prove a useful ally if the PCs have to deal with demonic foes.

Thursday, April 28, 2011

V&V A to Z: Xonox

Character Name: Xonox     Alternate I.D.: n/a     Side: Evil
Gender: Male     Height: 6'4"     Weight: 260 lbs     Age: 39
        
Physical Description: An alien humanoid with orange skin, purple hair, and an equine-looking face . 

STR: 15     END: 23    INT: 26     AGL: 21    CHA: 13

Level: 5th     XP: 15,291     Basic Hits: 6     Hit Points: 73     Healing Rate: 3.6/day
Movement: 109"    Power: 85    Carrying Capacity: 738 lbs     HTH Damage: 1d8 
Damage Modifier: +4    Accuracy: +4   Detect Hidden: 18%     Detect Danger: 22%  
Inventing Points: 0.5     Inventing: 78%     Reaction Modifier: -1 good/+1 evil     
Training: INT  

Powers/Talents
Animal Powers (Mammal)
     Heightened Agility A: +11
     Heightened Endurance A: +11
     Speed Bonus +50"
Heightened Intelligence A: +13
Vibratory Powers (range 42:, 2d8 damage, 30% chance to destroy devices on special attack, PR = 5, PR =2 to walk through walls and use as a defense)
Willpower (type A)

Weaknesses
Diminished Senses – like all of his race, Xonox is color-blind, seeing his surroundings in a gray-ish monochrome.

Areas of Knowledge
Research/Technology, Science (physics)

Character Notes/Origin/Personality: Far from Earth, on the planet Sionneq, there evolved a race known as the Keltarrians.  Physically impressive, they are on the whole a fairly gentle and non-violent people (if also a bit xenophobic).  Xonox was a great scientist among their people, a physicist who was studying the intricacies of kinetic motion.  One day, a short-circuit in his lab caused an explosion with the machine he was using to study kinetic energies.  The explosion somehow granted him the ability to project waves of kinetic force, as well as the ability to alter his own personal molecular pattern, allowing him to walk through physical objects without effort.  Unfortunately, the explosion also altered his brain chemistry, and eventually drove him quite mad.       

The killing spree that Xonox went on was unlike anything Sionneq had seen in recent memory. Over time, Xonox realized that even he could not stand against an entire world by himself. Stealing a starship, he did not entirely manage to escape the wrath of his people – a shot from a pursuing starfighter damaged the computer of Xonox's ship, and when he attempted to enter warpspace, the navigation system was destroyed.

Several harrowing days later, the ship came out of warpspace, and proceeded to crash into Earth's atmosphere. The ship itself was destroyed by the uncontrolled entrance into the atmosphere, but Xonox managed to escape the craft's demise via a small emergency escape vessel.

Landing in a small, secluded town on the Atlantic coast of Canada, Xonox gleefully killed several dozen of the soft, ugly inhabitants of this primitive world, torturing some while learning the local language. He soon learned that while functional starcraft weren't exactly common on this world, neither were they completely unknown, and that other starfaring races had on occasion visited this mudball of a planet. He wanted to acquire such a craft and to leave this pitiful world, but he knew such a task would not be an easy one.

Shortly thereafter, Xonox was contacted by representatives of Intercrime, who made him an offer. He would be able to use the organization's substantial resources to pursue his goal, in exchange for working as a science adviser and inventor. Xonox agreed.

Now, Xonox works for Intercrime, working on whatever pet project they assign him to, while he closely monitors any sign of non-terrestrial starships (fully aware that Intercrime would also greatly value such a prize, and that they are in no hurry to lose his technical skills). He greatly despises these smelly, repulsive 'humans', but then, these days he's not that enamored with his fellow Keltarrians either, so its kind of relative. When he is able to leave Earth, he plans to leave several 'gifts' behind, which he hopes will severely depopulate this hated planet.

Campaign Use: Xonox can fit many roles in a superhero campaign; walking plot device for high-tech toys that the bad guys may have, a complication in dealing with a downed alien spacecraft, and last but not least, a superpowered psychopathic mass murderer. He's good at multitasking that way.

Wednesday, April 27, 2011

V&V A to Z: Windwitch

Character Name: Windwitch     Secret I.D.: Nadia Al-Salah     Side: Evil
Gender: Female     Height: 5'4"     Weight: 110 lbs     Age: 22
        
Physical Description: A very attractive female of Arabic descent. Her costume consists of a light blue bodysuit, with dark blue boots, gloves, and cape.  Her civilian clothes are quite expensive, and always of the latest fashions. 

STR: 11     END: 13     INT: 12     AGL: 16     CHA: 16

Level: 3rd     XP: 5,722     Basic Hits: 3     Hit Points: 8     Healing Rate: 0.9/day
Movement: 40" ground, 629” flight      Power: 52    Carrying Capacity: 145 lbs     
HTH Damage: 1d4 Damage Modifier: +1    Accuracy: +2    
Detect Hidden: 10%     Detect Danger: 14%  Inventing Points: 0.6    Inventing: 36%     
Reaction Modifier: -2 good/+2 evil     Training: STR  

Powers/Talents
Flight - 143 mph (629”)
Heightened Expertise: +4 to hit with Wind Blast
Heightened Senses (can perceive air currents within a 12” (based on INT) radius, acts similar to radar sense)
Wind Blast (range = 22” (STR x 2), 3d6 damage, PR = 3, attack as Vibratory)

Areas of Knowledge
Inheritor (former), Business, Government

Character Notes/Origin/Personality: When one is young and wealthy, there is much that one can acquire that might be out of reach of the common man. Some might purchase expensive jewelery, others might seek to obtain a private jet.

Nadia Al-Salah bought herself superpowers.

Born in Saudi Arabia the daughter of a wealthy businessman who would go on to be part of that country's Council of Ministers, Nadia was attending college in the United States when her father died. She used the opportunity to reroute some of her father's business holdings into her private account – she needed the money to pursue a vision that had consumed her for years.

As a child, Nadia had wanted for nothing. However, it galled her that, for all her family's wealth, she was still a normal mortal being, unlike the various superhumans in their colorful costumes that could be found across the globe. It seemed to her a great unfairness that she was denied such glorious power.

And so, when she was in the U.S. as a student, Nadia had discreetly made contact with Intercrime, in hopes that they could (for the right price, of course) grant her the power she desired. Having obtained sufficient funds after her father's death, she subjected herself to Intercrime's scientific cabal, who had for years sought a method of creating their own superhumans.

As it turned out, the experiment was a success. Nadia quickly learned how to control her air-based powers, just in time for CHESS to attack the Intercrime facility. Windwitch, as she now called herself, was barely able to escape capture. The facility was mostly destroyed in the raid, and much of the fine details of the experiment that gave Nadia her powers was lost.

To her chagrin, her theft of her father's funds was discovered, and her finances were frozen. She now had to steal, not only to survive, but to keep herself in the lifestyle that she was accustomed to. As a solo villain, she prefers high-wealth robberies and thefts, and has a weakness for targeting fine jewelry. She will consider joining a villain group, if their operations can consistently pay off well enough for her to live in continued luxury. Long used to getting her way, she can grow petulant and irrational if things do not go as planned.         

Campaign Use: Windwitch can work decently well as a solo villain, although her obsessive need for wealth and luxury, and her dislike for the occasional need to lay low, can work against her. A smart PC could easily set a trap for her if they know taste for fine jewelry. She could be an effective team member, but this would require a strong leader who would be able to keep her ego in check.

Tuesday, April 26, 2011

V&V A to Z: Volt

Character Name: Volt     Secret I.D.: Victor Washington     Side: Evil
Gender: Male     Height: 5'11"     Weight: 190 lbs     Age: 25
        
Physical Description: A black male of average build with short-cut hair. His costume is dark blue, with yellow lightning bolt symbols on his wrists, the tops of his boots, and diagonally across his chest. 

STR: 13     END: 30     INT: 14     AGL: 15     CHA: 14

Level: 6th     XP: 23,214     Basic Hits: 4     Hit Points: 33     Healing Rate: 3.6/day
Movement: 58"      Power: 72    Carrying Capacity: 494 lbs     HTH Damage: 1d8 Damage Modifier: +1    Accuracy: +2    Detect Hidden: 10%     Detect Danger: 14%  
Inventing Points: 1.4     Inventing: 42%     Reaction Modifier: -1 good/+1 evil     
Training: INT  

Powers/Talents
Absorption: Electrical Energy (2 pt of Power per pt of electrical damage absorbed)
Heightened Endurance: +18
Heightened Expertise: +4 to hit with Lightning Control
Heightened Senses (can sense electrical patterns in his immediate vicinity, including bio-electrical energies given off by living beings)
Lightning Control (range = 60”, 2d8 damage, PR = 4, 60% chance to short out electrical items)

Areas of Knowledge
Electronics, Science (electricity), Crime

Character Notes/Origin/Personality: Victor's mutant abilities didn't surface until fairly late into his adolescence. When his electrical powers did manifest, he knew they were his ticket out of the orphanage, and into an easier, more profitable way of life. He soon graduated from a petty criminal into a full-blown supervillain. He's very mercenary about his actions, and will hire on for pretty much anything if the price is right. He's not one to hold a grudge, for the most part; as far as he's concerned, “it's just business.”         

Campaign Use: Volt functions reasonably well both as a solo villain, and as a member of a supervillain team. As a solo villain, he's fairly intelligent and adaptable, but his crimes will be fairly basic (usually monetary in nature), unless he is being hired for some specific task. As part of a group, he's smart enough to work well with others, and his ego doesn't get in the way of taking orders when necessary

Monday, April 25, 2011

V&V A to Z: Ulsyllia

Character Name: Ulsyllia     Alternate I.D.: n/a     Side: Neutral
Gender: Female     Height: 4'10"     Weight: 90 lbs     Age: ???
        
Physical Description: A diminutive female of slight build, fey-ish features, and unearthly beauty. She wears wispy robes of light cloth colored with earthy hues (greens and browns). 

STR: 8     END: 10     INT: 15     AGL: 27     CHA: 26

Level: 7th     XP: 28,734     Basic Hits: 2     Hit Points: 6     Healing Rate: 0.5/day
Movement: 75"      Power: 60    Carrying Capacity: 68 lbs     HTH Damage: 1d3 Damage Modifier: +4    Accuracy: +5    Detect Hidden: 12%     Detect Danger: 16%  
Inventing Points: 0.5     Inventing: 45%     Reaction Modifier: -5     Training: INT  

Powers/Spells/Talents
Animal Control (all)
Draw From The Earth (takes one minute to perform, in an unspoiled woodland or glade may gain +3d6 extra Power Points, which last one hour, any excess Power after hour's end is lost)
Emotion Control (love)
Heightened Agility: +15
Heightened Charisma: +16
Heightened Senses (Detect scores are x4 in woodland areas)
Heightened Senses (automatically sense all magic with 26” (CHR) range)
Illusions A (all physical senses, PR=4)
Invisibility (only in woodland areas, blending into colorization of nearby trees and other foliage)
Plant Control
Speed Bonus: +30”
Wind Blast (1d8 damage, PR=2, range 16” (Sx2), attack as Vibratory, knockback figured as if damage is doubled)

Weaknesses
Vulnerability – takes x2 damage from fire, iron-based attacks (such as most swords), and modern chemical pollutants; also takes 1 pt of damage per turn simply be being in contact with iron or modern pollutants or chemicals (i.e. just touching motor oil on her finger would trigger this)

Areas of Knowledge
Woodlore, Magic

Character Notes/Origin/Personality: There are many lands beyond the ones we know. In days long past, the faerie lands wold occasionally intersect with our own mortal plane. As our own world has turned away from the old ways, and become more dependent upon technology, this crossing of worlds between the Earth and the lands of the Fey have become increasingly rare.

Still, there are those of the faerie lands who would occasionally peer into the mortal realms, for as mortals in ages past would often become enchanted by the Fey, so likewise the inhabitants of faerie would sometimes become enamored with mortal men or women. One such being was Ulsyllia; not among the youngest of her people, but neither by any means among the elders of the Fey (although it is difficult to determine age among such beings, for time passes differently in the faerie lands than they do on Earth). She was old enough to remember when, as a child, the lands of Fey and Earth crossed more frequently, and the mortal world was not yet corrupted by machines and foul stenches in the air above their cities.

And so, when there was a rare opening between the two worlds, Ulsyllia gleefully went exploring into the mortal lands; unfortunately for her, she misjudged the nature of the rift between the two realms, and found herself stranded on Earth, unable to return to the faerie lands.

Now Ulsyllia uses her abilities to survive among the humans, while trying to discover a way back to her home. She is not deliberately malicious or cruel in her treatment of humans, but she has little understanding or concern for the mores and ethics of humanity.         

Campaign Use: Ulsyllia could easily be either a friend or a foe to the PCs, depending on how hey approach her. If treated kindly, she might over time learn to respect the treatment of humans in return. If the PCs can help her return to the lands of the Fey, they will have gained a steadfast ally. However, if they are unable or unwilling to do so, Ulsyllia will ally herself with anyone, good or evil, who can (or at least, says that they can) return her to the faerie lands.


Saturday, April 23, 2011

V&V A to Z: Talos the Tester

Character Name: Talos the Tester     Alternate I.D.: n/a     Side: Neutral
Gender: Male     Height: 6'0""     Weight: 210 lbs     Age: ???
        
Physical Description: A winged humanoid with pale blue skin, wearing garments (skintight bodysuit with weird spacial designs + a funky Kirby cape) of the same color (power effects such as Illusions B and Telekinesis also share this same colorization).  Facial features, and to a lesser degree the rest of the body, have a somewhat insectoid aspect to their appearance. 

STR: 21     END: 27     INT: 25     AGL: 27     CHA: 22

Level: 15th     XP: 119,911     Basic Hits: 5     Hit Points: 129     Healing Rate: 4.0/day
Movement: 75" ground, 1013" flight     Power: 100    Carrying Capacity: 1,256 lbs     
HTH Damage: 1d10    Damage Modifier: +5    Accuracy: +5    
Detect Hidden: 18%     Detect Danger: 22%    Inventing Points: 7.5     Inventing: 75%
Reaction Modifier: -4     Training: INT  

Powers
Adaption
Animal Powers (Insect)
     Heightened Agility A: +10
     Heightened Endurance A: +13
     Heightened Strength A: +10
     Wings: 1013" flight (230 mph)
Cosmic Awareness
Dimension Travel (type 3)
Illusions (type B)
Telekinesis (3,150 telekinetic capacity, range 405", PR 1)

Equipment
Sword of Talos (+2 to hit, +1d6 damage, Power Blast (15" range, 1d20 damage, PR 1, can add to HTH damage as carrier attack), Automatically Returns to Wielder as desired (as per Telekinesis, range 60", PR 1), Revivication (PR 25), grants wielder 1 pt of Invulnerability per character level)
Universal Translator

(the GM should feel free to add whatever bizarre Kriby-like technology strikes his or her fancy to Talos' collection)

Areas of Knowledge
Technology, Science

Character Notes/Origin/Personality: Little is known of the extra-dimensional entity known as Talos.  There are indications that this being is not the first to call itself by that name and/or follow the same modus operandi

For reasons of his own, Talos appears to different beings (usually, but not always, superhumans) and will arrange and observe a 'test', seeing and judging how they respond. Sometimes he operates secretly, not letting the subject know that they are being tested.  At other times, he may make his presence known to the subject.  In the latter case, the stated goal may not be the real criteria for the test, or at least not the only one.  Talos does not divulge to the subject whether or not they have passed or failed the test, but instead usually gives a vague indication that he may visit the subject again at a later time.  On rare occasions, he may offer a reward for those who have perform well on the stated part of a test, as a form of incentive; this usually takes the form of information that is desired, as opposed to a material object.

His overall criteria for judgement is his own.  Standard values of human morality do not appear to play a factor in his tests, as he has tested both heroes and villains; in both cases, some have passed, and some have failed.  It is believed by some that he is cataloging individuals that can be gathered at a later time to face some sort of 'Great Test'.            

Campaign Use:  Need an excuse to bring a PC or PCs into a one-shot adventure that they might otherwise not logically fit in?  Talos can bring anyone to anyplace, and the reasons don't have to make sense to anyone else (this can be useful for one-shot adventures when the entire group hasn't shown up, and the GM needs to run something for a solo or small group of PCs).  Of course, at some later date, the GM might want to run the PCs through the 'Great Test' (whatever the heck that might be), as they have to work together with several other heroes and villains, crossover-style.  

Friday, April 22, 2011

V&V A to Z: Sanadora

Character Name: Sanadora     Real Name: Maria Jiminez     Side: Good
Gender: Female     Height: 5'4""     Weight: 160 lbs     Age: 23
        
Physical Description: A somewhat pudgy looking Hispanic female with black hair and brown eyes, who favors causal, but somewhat-conservative clothing.

STR: 9     END: 12     INT: 12     AGL: 10     CHA: 11

Level: 1st     XP: 0     Basic Hits: 4     Hit Points: 5     Healing Rate: 0.9/day
Movement: 31"     Power: 86    Carrying Capacity: 154 lbs     HTH Damage: 1d4
Damage Modifier: -     Accuracy: -     Detect Hidden: 10%     Detect Danger: 14%  
Inventing Points: 1.2     Inventing: 36%     Reaction Modifier: -     
Training: Weight loss  

Powers
Mutant Power: Healing Touch (can restore 1d6 HP for PR=4; can not raise the dead, cure disease, or regenerate lost limbs, can heal muscle damage with effects beyond HP loss (i.e. torn hamstring, punctured lung) for +10 PR, can re-knit broken bones for +20 PR (bones should ideally be re-set before being healed in this manner))
Mutant Power: Human Battery  (power score is doubled)

Areas of Knowledge
Religion, Medical

Character Notes/Origin/Personality: Maria is a second-generation Mexican-American born into a very religious and conservative family.  Her father in particular, besides being devoutly Catholic, was also of the opinion that any superhuman abilities were the mark of the devil, no matter how benign they might be, or to how much good use those abilities might be used.  This was a source of great conflict for Maria, who learned at an early age that she had a 'healing touch'.  Desperate to not reveal this to her father, she kept this ability hidden, only using it in a secretive manner.

Shortly after she graduated from high school, Maria's best friend Carisa was badly injured in a car accident. Without thinking about the consequences, Maria used her abilities to stem the bleeding, saving Carisa's life. When he found out, her father's reaction was entirely predictable. Maria left later that night, having been disowned by her father.

Staying with a friend for a few days, Maria had no idea what her future would bring. It was then that she saw in the local newspaper that a star athlete for a local professional sports team was expected to be out of the game for the rest of the season. Maria managed to contact the athlete, and offered to heal his injury for a fraction of what his total hospital and rehabilitation costs would be. The athlete was back playing a few days later, and would go on to help lead his team to the playoffs.

Word got out, and suddenly Maria had a booming business as Sanadora ('healer' in Spanish) in healing wealthy athletes, as well as the occasional politician, celebrity, or rock star. She began taking first aid classes to aid with her healing touch, and would occasionally go out riding in ambulances at night to do pro bono work.

She misses her younger brothers and sisters terribly, but has not yet attempted to supersede her father's wishes that she never return. Those meeting her find that she is soft-spoken, somewhat shy, and seemingly completely unaffected by her new-found wealth. She takes solace in her faith as a Catholic, but unlike her father knows better than to judge others unduly.        

Campaign Use: Superheroes get hurt on a frequent basis, and the PCs should be no exception. They may go to Maria to help heal up some life-threatening or incapacitating injuries, or to have them heal a friend or ally in need. Maria doesn't care about the money so much (she has more than she'll ever really need at this point), but she might ask that they make a sizable donation to the charity of their choice, or might otherwise ask for some sort of favor in return.

Of course, supervillains might wish to kidnap her, to keep around for general healing purposes, or perhaps to help keep a brilliant-but-dying supervillain active for just a little while longer...